dolphin/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp

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// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <string>
#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
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#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
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#include "Core/Host.h"
#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/VertexManager.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/Statistics.h"
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#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VertexShaderManager.h"
namespace DX11
{
static ID3D11VertexShader* SimpleVertexShader = nullptr;
static ID3D11VertexShader* ClearVertexShader = nullptr;
static ID3D11InputLayout* SimpleLayout = nullptr;
static ID3D11InputLayout* ClearLayout = nullptr;
ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader()
{
return SimpleVertexShader;
}
ID3D11VertexShader* VertexShaderCache::GetClearVertexShader()
{
return ClearVertexShader;
}
ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout()
{
return SimpleLayout;
}
ID3D11InputLayout* VertexShaderCache::GetClearInputLayout()
{
return ClearLayout;
}
ID3D11Buffer* vscbuf = nullptr;
ID3D11Buffer*& VertexShaderCache::GetConstantBuffer()
{
// TODO: divide the global variables of the generated shaders into about 5 constant buffers to
// speed this up
if (VertexShaderManager::dirty)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, &VertexShaderManager::constants, sizeof(VertexShaderConstants));
D3D::context->Unmap(vscbuf, 0);
VertexShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(VertexShaderConstants));
}
return vscbuf;
}
// this class will load the precompiled shaders into our cache
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template <typename UidType>
class VertexShaderCacheInserter : public LinearDiskCacheReader<UidType, u8>
{
public:
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void Read(const UidType& key, const u8* value, u32 value_size)
{
D3DBlob* blob = new D3DBlob(value_size, value);
VertexShaderCache::InsertByteCode(key, blob);
blob->Release();
}
};
const char simple_shader_code[] = {
"struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float3 vTexCoord : TEXCOORD0;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float3 inTEX0 : TEXCOORD0)\n"
"{\n"
"VSOUTPUT OUT;\n"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0;\n"
"return OUT;\n"
"}\n"};
const char clear_shader_code[] = {
"struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float4 vColor0 : COLOR0;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
"{\n"
"VSOUTPUT OUT;\n"
"OUT.vPosition = inPosition;\n"
"OUT.vColor0 = inColor0;\n"
"return OUT;\n"
"}\n"};
void VertexShaderCache::Init()
{
const D3D11_INPUT_ELEMENT_DESC simpleelems[2] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
const D3D11_INPUT_ELEMENT_DESC clearelems[2] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
unsigned int cbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(VertexShaderConstants)),
16); // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER,
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &vscbuf);
CHECK(hr == S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
D3D::SetDebugObjectName(vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");
D3DBlob* blob;
D3D::CompileVertexShader(simple_shader_code, &blob);
D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
if (SimpleLayout == nullptr || SimpleVertexShader == nullptr)
PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__,
__LINE__);
blob->Release();
D3D::SetDebugObjectName(SimpleVertexShader, "simple vertex shader");
D3D::SetDebugObjectName(SimpleLayout, "simple input layout");
D3D::CompileVertexShader(clear_shader_code, &blob);
D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
if (ClearLayout == nullptr || ClearVertexShader == nullptr)
PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__,
__LINE__);
blob->Release();
D3D::SetDebugObjectName(ClearVertexShader, "clear vertex shader");
D3D::SetDebugObjectName(ClearLayout, "clear input layout");
SETSTAT(stats.numVertexShadersCreated, 0);
SETSTAT(stats.numVertexShadersAlive, 0);
}
void VertexShaderCache::Shutdown()
{
SAFE_RELEASE(vscbuf);
SAFE_RELEASE(SimpleVertexShader);
SAFE_RELEASE(ClearVertexShader);
SAFE_RELEASE(SimpleLayout);
SAFE_RELEASE(ClearLayout);
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}
} // namespace DX11